Files
UnrealEngine/Engine/Source/Editor/AnimationBlueprintEditor/Private/StateMachineConnectionDrawingPolicy.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateMachineConnectionDrawingPolicy.h"
#include "AnimStateEntryNode.h"
#include "AnimStateNode.h"
#include "AnimStateNodeBase.h"
#include "AnimStateTransitionNode.h"
#include "AnimationStateNodes/SGraphNodeAnimTransition.h"
#include "Containers/Set.h"
#include "EdGraph/EdGraphPin.h"
#include "Layout/ArrangedChildren.h"
#include "Layout/ArrangedWidget.h"
#include "Layout/PaintGeometry.h"
#include "Math/Color.h"
#include "Math/UnrealMathSSE.h"
#include "Misc/Optional.h"
#include "Rendering/DrawElements.h"
#include "Rendering/RenderingCommon.h"
#include "SGraphNode.h"
#include "SGraphPin.h"
#include "Styling/SlateBrush.h"
#include "Templates/Casts.h"
#include "Math/UnrealMathUtility.h"
#include "Brushes/SlateRoundedBoxBrush.h"
#include "Styling/StyleColors.h"
class FSlateRect;
class SWidget;
struct FGeometry;
/////////////////////////////////////////////////////
// FStateMachineConnectionDrawingPolicy
FStateMachineConnectionDrawingPolicy::FStateMachineConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements, UEdGraph* InGraphObj)
: FConnectionDrawingPolicy(InBackLayerID, InFrontLayerID, ZoomFactor, InClippingRect, InDrawElements)
, GraphObj(InGraphObj)
{
ArrowImage = FAppStyle::GetBrush( TEXT("Graph.AnimStateNode.ConnectionArrow") );
}
void FStateMachineConnectionDrawingPolicy::DetermineWiringStyle(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ FConnectionParams& Params)
{
Params.AssociatedPin1 = OutputPin;
Params.AssociatedPin2 = InputPin;
Params.WireThickness = 1.5f;
if (InputPin)
{
if (UAnimStateTransitionNode* TransNode = Cast<UAnimStateTransitionNode>(InputPin->GetOwningNode()))
{
const bool IsInputPinHovered = HoveredPins.Contains(InputPin);
Params.WireColor = SGraphNodeAnimTransition::StaticGetTransitionColor(TransNode, IsInputPinHovered).GetSpecifiedColor();
Params.bUserFlag1 = TransNode->Bidirectional;
}
}
const bool bDeemphasizeUnhoveredPins = HoveredPins.Num() > 0;
if (bDeemphasizeUnhoveredPins && !Params.bUserFlag2)
{
ApplyHoverDeemphasis(OutputPin, InputPin, /*inout*/ Params.WireThickness, /*inout*/ Params.WireColor);
}
// Make the transition that is currently relinked, semi-transparent.
if (Params.bUserFlag2)
{
Params.WireColor.A = 0.5f;
}
}
void FStateMachineConnectionDrawingPolicy::DetermineLinkGeometry(
FArrangedChildren& ArrangedNodes,
TSharedRef<SWidget>& OutputPinWidget,
UEdGraphPin* OutputPin,
UEdGraphPin* InputPin,
/*out*/ FArrangedWidget*& StartWidgetGeometry,
/*out*/ FArrangedWidget*& EndWidgetGeometry
)
{
if (UAnimStateEntryNode* EntryNode = Cast<UAnimStateEntryNode>(OutputPin->GetOwningNode()))
{
StartWidgetGeometry = PinGeometries->Find(OutputPinWidget);
UAnimStateNodeBase* State = CastChecked<UAnimStateNodeBase>(InputPin->GetOwningNode());
int32 StateIndex = NodeWidgetMap.FindChecked(State);
EndWidgetGeometry = &(ArrangedNodes[StateIndex]);
}
else if (UAnimStateTransitionNode* TransNode = Cast<UAnimStateTransitionNode>(InputPin->GetOwningNode()))
{
UAnimStateNodeBase* PrevState = TransNode->GetPreviousState();
UAnimStateNodeBase* NextState = TransNode->GetNextState();
if ((PrevState != NULL) && (NextState != NULL))
{
int32* PrevNodeIndex = NodeWidgetMap.Find(PrevState);
int32* NextNodeIndex = NodeWidgetMap.Find(NextState);
if ((PrevNodeIndex != NULL) && (NextNodeIndex != NULL))
{
StartWidgetGeometry = &(ArrangedNodes[*PrevNodeIndex]);
EndWidgetGeometry = &(ArrangedNodes[*NextNodeIndex]);
}
}
}
}
void FStateMachineConnectionDrawingPolicy::Draw(TMap<TSharedRef<SWidget>, FArrangedWidget>& InPinGeometries, FArrangedChildren& ArrangedNodes)
{
// Build an acceleration structure to quickly find geometry for the nodes
NodeWidgetMap.Empty();
for (int32 NodeIndex = 0; NodeIndex < ArrangedNodes.Num(); ++NodeIndex)
{
FArrangedWidget& CurWidget = ArrangedNodes[NodeIndex];
TSharedRef<SGraphNode> ChildNode = StaticCastSharedRef<SGraphNode>(CurWidget.Widget);
NodeWidgetMap.Add(ChildNode->GetNodeObj(), NodeIndex);
}
// Now draw
FConnectionDrawingPolicy::Draw(InPinGeometries, ArrangedNodes);
}
void FStateMachineConnectionDrawingPolicy::DrawPreviewConnector(const FGeometry& PinGeometry, const FVector2f& StartPoint, const FVector2f& EndPoint, UEdGraphPin* Pin)
{
FConnectionParams Params;
Params.bUserFlag2 = true; // bUserFlag2 is used to indicate whether the drawn arrow is a preview transition (the temporary transition when creating or relinking).
UEdGraphPin* InputPin = Pin->Direction == EGPD_Input ? Pin : nullptr;
UEdGraphPin* OutputPin = Pin->Direction == EGPD_Output ? Pin : nullptr;
DetermineWiringStyle(InputPin, OutputPin, /*inout*/ Params);
const FVector2f SeedPoint = Pin->Direction == EGPD_Input ? StartPoint : EndPoint;
const FVector2f AdjustedSeedPoint = FGeometryHelper::FindClosestPointOnGeom(PinGeometry, SeedPoint);
const FVector2f AdjustedStartPoint = Pin->Direction == EGPD_Input ? StartPoint : AdjustedSeedPoint;
const FVector2f AdjustedEndPoint = Pin->Direction == EGPD_Input ? AdjustedSeedPoint : EndPoint;
DrawSplineWithArrow(AdjustedStartPoint, AdjustedEndPoint, Params);
}
void FStateMachineConnectionDrawingPolicy::DrawSplineWithArrow(const FVector2f& StartAnchorPoint, const FVector2f& EndAnchorPoint, const FConnectionParams& Params)
{
Internal_DrawLineWithArrow(StartAnchorPoint, EndAnchorPoint, Params);
// Is the connection bidirectional?
if (Params.bUserFlag1)
{
Internal_DrawLineWithArrow(EndAnchorPoint, StartAnchorPoint, Params);
}
}
void FStateMachineConnectionDrawingPolicy::Internal_DrawLineWithArrow(const FVector2f& StartAnchorPoint, const FVector2f& EndAnchorPoint, const FConnectionParams& Params)
{
const float LineSeparationAmount = 6.0f * ZoomFactor;
const FVector2f DeltaPos = EndAnchorPoint - StartAnchorPoint;
const FVector2f UnitDelta = DeltaPos.GetSafeNormal();
const FVector2f Normal = FVector2f(DeltaPos.Y, -DeltaPos.X).GetSafeNormal();
// Come up with the final start/end points
const FVector2f DirectionBias = Normal * LineSeparationAmount;
const FVector2f LengthBias = ArrowRadius.X * UnitDelta;
const FVector2f StartPoint = StartAnchorPoint + DirectionBias + LengthBias;
const FVector2f EndPoint = EndAnchorPoint + DirectionBias - LengthBias;
FLinearColor ArrowHeadColor = Params.WireColor;
// Draw a line/spline.
// LengthBias * 0.8f is to ensure the line doesnt overlap the arrowhead glyph so they dont show up overlapping when semi-transparent
DrawConnection(WireLayerID, StartPoint, EndPoint - (LengthBias * 0.8f), Params);
const FVector2f ArrowDrawPos = EndPoint - ArrowRadius;
const double AngleInRadians = FMath::Atan2(DeltaPos.Y, DeltaPos.X);
// Draw the transition grab handles in case the mouse is hovering the transition
bool bStartHovered = false;
bool bEndHovered = false;
const FVector2f FVecMousePos = FVector2f(LocalMousePosition.X, LocalMousePosition.Y);
const FVector2f ClosestPoint = FMath::ClosestPointOnSegment2D(FVecMousePos, StartPoint, EndPoint);
if ((ClosestPoint - FVecMousePos).Length() < RelinkHandleHoverRadius * ZoomFactor)
{
bStartHovered = (StartPoint - LocalMousePosition).Length() < RelinkHandleHoverRadius * ZoomFactor;
bEndHovered = (EndPoint - LocalMousePosition).Length() < RelinkHandleHoverRadius * ZoomFactor;
FVector2f HoverIndicatorPosition = bStartHovered ? StartPoint : EndPoint;
// Set the hovered pin results. This will be used by the SGraphPanel again.
const float SquaredDistToPin1 = (Params.AssociatedPin1 != nullptr) ? (StartPoint - LocalMousePosition).SizeSquared() : FLT_MAX;
const float SquaredDistToPin2 = (Params.AssociatedPin2 != nullptr) ? (EndPoint - LocalMousePosition).SizeSquared() : FLT_MAX;
UEdGraphPin* Pin1 = Params.AssociatedPin1;
UEdGraphPin* Pin2 = Params.AssociatedPin2;
if (Pin2)
{
// Forward transition links to the destination state node's output pin as only it has a valid pin widget
if (UAnimStateTransitionNode* TransitionNode = Cast<UAnimStateTransitionNode>(Pin2->GetOwningNode()))
{
Pin2 = TransitionNode->GetNextState()->GetInputPin();
}
}
if (bStartHovered)
{
SplineOverlapResult = FGraphSplineOverlapResult(Pin2, Pin1, FMath::Min(SquaredDistToPin1, SquaredDistToPin2), SquaredDistToPin2, SquaredDistToPin1, true);
}
else if (bEndHovered)
{
SplineOverlapResult = FGraphSplineOverlapResult(Pin1, Pin2, FMath::Min(SquaredDistToPin1, SquaredDistToPin2), SquaredDistToPin1, SquaredDistToPin2, true);
}
// Draw grab handles only in case no relinking operation is performed
if (RelinkConnections.IsEmpty() && !Params.bUserFlag2)
{
if (bStartHovered)
{
// Draw solid selection circle behind the arrow head in case the arrow head is hovered (area that enables a relink).
static FSlateRoundedBoxBrush RoundedBoxBrush = FSlateRoundedBoxBrush(FStyleColors::Foreground, ArrowImage->ImageSize.X * 0.5f);
FSlateDrawElement::MakeBox(DrawElementsList,
ArrowLayerID-1, // Draw behind the arrow
FPaintGeometry(StartPoint - ArrowRadius + (LengthBias * 0.2f), ArrowImage->ImageSize * ZoomFactor, ZoomFactor),
&RoundedBoxBrush,
ESlateDrawEffect::None,
FStyleColors::AccentOrange.GetSpecifiedColor());
}
else if (bEndHovered)
{
// Draw solid selection circle behind the arrow head in case the arrow head is hovered (area that enables a relink).
static FSlateRoundedBoxBrush RoundedBoxBrush = FSlateRoundedBoxBrush(FStyleColors::Foreground, ArrowImage->ImageSize.X * 0.5f);
FSlateDrawElement::MakeBox(DrawElementsList,
ArrowLayerID-1, // Draw behind the arrow
FPaintGeometry(EndPoint - ArrowRadius - (LengthBias * 0.2f), ArrowImage->ImageSize * ZoomFactor, ZoomFactor),
&RoundedBoxBrush,
ESlateDrawEffect::None,
FStyleColors::AccentOrange.GetSpecifiedColor());
ArrowHeadColor = FLinearColor::Black;
}
}
}
// Draw the number of relinked transitions on the preview transition.
if (!RelinkConnections.IsEmpty() && Params.bUserFlag2)
{
// Get the number of actually relinked transitions.
int32 NumRelinkedTransitions = 0;
for (const FRelinkConnection& Connection : RelinkConnections)
{
NumRelinkedTransitions += UAnimStateTransitionNode::GetListTransitionNodesToRelink(Connection.SourcePin, Connection.TargetPin, SelectedGraphNodes).Num();
if (UAnimStateEntryNode* EntryNode = Cast<UAnimStateEntryNode>(Connection.SourcePin->GetOwningNode()))
{
NumRelinkedTransitions += 1;
}
}
const FVector2f TransitionCenter = StartAnchorPoint + DeltaPos * 0.5f;
const FVector2f TextPosition = TransitionCenter + Normal * 15.0f * ZoomFactor;
FSlateDrawElement::MakeText(
DrawElementsList,
ArrowLayerID,
FPaintGeometry(TextPosition, ArrowImage->ImageSize * ZoomFactor, ZoomFactor),
FText::AsNumber(NumRelinkedTransitions),
FCoreStyle::Get().GetFontStyle("SmallFont"));
}
// Draw the transition arrow triangle
FSlateDrawElement::MakeRotatedBox(
DrawElementsList,
ArrowLayerID,
FPaintGeometry(ArrowDrawPos, ArrowImage->ImageSize * ZoomFactor, ZoomFactor),
ArrowImage,
ESlateDrawEffect::None,
static_cast<float>(AngleInRadians),
TOptional<FVector2f>(),
FSlateDrawElement::RelativeToElement,
ArrowHeadColor
);
}
void FStateMachineConnectionDrawingPolicy::DrawCircle(const FVector2f& Center, float Radius, const FLinearColor& Color, const int NumLineSegments)
{
TempPoints.Empty();
const float NumFloatLineSegments = (float)NumLineSegments;
for (int i = 0; i <= NumLineSegments; i++)
{
const float Angle = (i / NumFloatLineSegments) * TWO_PI;
FVector2f PointOnCircle;
PointOnCircle.X = cosf(Angle) * Radius;
PointOnCircle.Y = sinf(Angle) * Radius;
TempPoints.Add(PointOnCircle);
}
FSlateDrawElement::MakeLines(
DrawElementsList,
ArrowLayerID + 1,
FPaintGeometry(Center, FVector2f(Radius, Radius) * ZoomFactor, ZoomFactor),
TempPoints,
ESlateDrawEffect::None,
Color
);
}
void FStateMachineConnectionDrawingPolicy::DrawSplineWithArrow(const FGeometry& StartGeom, const FGeometry& EndGeom, const FConnectionParams& Params)
{
// Get a reasonable seed point (halfway between the boxes)
const FVector2f StartCenter = FGeometryHelper::CenterOf(StartGeom);
const FVector2f EndCenter = FGeometryHelper::CenterOf(EndGeom);
const FVector2f SeedPoint = (StartCenter + EndCenter) * 0.5f;
// Find the (approximate) closest points between the two boxes
const FVector2f StartAnchorPoint = FGeometryHelper::FindClosestPointOnGeom(StartGeom, SeedPoint);
const FVector2f EndAnchorPoint = FGeometryHelper::FindClosestPointOnGeom(EndGeom, SeedPoint);
DrawSplineWithArrow(StartAnchorPoint, EndAnchorPoint, Params);
}
FVector2f FStateMachineConnectionDrawingPolicy::ComputeSplineTangent(const FVector2f& Start, const FVector2f& End) const
{
const FVector2f Delta = End - Start;
const FVector2f NormDelta = Delta.GetSafeNormal();
return NormDelta;
}